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<title>dolphin/Source/Core/VideoBackends/D3D12/D3DBase.cpp, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Remove D3D12</title>
<updated>2017-05-19T00:01:12+00:00</updated>
<author>
<name>Helios747</name>
<email>aserna3@gmail.com</email>
</author>
<published>2016-11-05T04:57:33+00:00</published>
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<entry>
<title>D3D12: Support native compressed textures</title>
<updated>2017-04-29T03:46:42+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2017-04-16T10:53:38+00:00</published>
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<entry>
<title>D3DBase: Create the swapchain in fullscreen mode if enabled.</title>
<updated>2016-11-11T19:36:10+00:00</updated>
<author>
<name>Jules Blok</name>
<email>jules.blok@gmail.com</email>
</author>
<published>2016-11-09T00:41:38+00:00</published>
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<entry>
<title>Reformat all the things. Have fun with merge conflicts.</title>
<updated>2016-06-24T08:43:46+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2016-06-24T08:43:46+00:00</published>
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<entry>
<title>D3D12: Specify read/write ranges when calling Map/Unmap</title>
<updated>2016-05-08T13:18:59+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-15T12:26:01+00:00</published>
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<entry>
<title>D3D12: Cleanup startup/shutdown process</title>
<updated>2016-05-08T13:18:58+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T14:36:37+00:00</published>
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Sorts out references that cause some modules to be kept around after
backend shutdown.

Should also solve the issue with errors being thrown due to the config
being loaded after device creation, leading to the incorrect device being
used in a multi-adapter system.
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Sorts out references that cause some modules to be kept around after
backend shutdown.

Should also solve the issue with errors being thrown due to the config
being loaded after device creation, leading to the incorrect device being
used in a multi-adapter system.
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</entry>
<entry>
<title>D3D12: Remove D3D11 header references</title>
<updated>2016-05-08T13:18:56+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-06T09:36:40+00:00</published>
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<entry>
<title>D3D12: Implement GPU-based bounding box</title>
<updated>2016-05-08T02:08:25+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-03-05T11:15:48+00:00</published>
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<entry>
<title>D3D12: Don't keep screenshot/encoder buffers mapped</title>
<updated>2016-02-28T07:24:09+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-23T12:21:09+00:00</published>
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Readback heaps do not support persistent mapping. See D3D12 docs.
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Readback heaps do not support persistent mapping. See D3D12 docs.
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<entry>
<title>D3D12: Don't enumerate outputs, it's not used anywhere</title>
<updated>2016-02-28T07:18:45+00:00</updated>
<author>
<name>Stenzek</name>
<email>stenzek@gmail.com</email>
</author>
<published>2016-02-21T11:51:15+00:00</published>
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The D3D12 backend does not support exclusive fullscreen.
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The D3D12 backend does not support exclusive fullscreen.
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